Gastro-tourism extends beyond what to eat, but also the attractiveness and the environment. It encompasses a tourist experience journey starting from pre, during, until post-travel. Gastro tourism in the new normal engages with traditional vs novel value of experiences. This study aims to answer how Gen Z experiences gastro tourism and the impact of digital technologies using surveys on Tiktok Ads followed by an experiment with an immersive culinary adventure using 3D visual technology.
An important segment, tourism e-commerce live streaming (TEcLS) has emerged as a new marketing channel actively embraced by destination marketing organizations (DMO) and tourist firms due to the COVID-19 pandemic. China, Japan, Australia, and many other nations have been selling such tourism products on various platforms. Live e-commerce generates a real-time interactive virtual environment that can be called a livescape. However, many tourism destinations or companies are unaware of the marketing science implications of live streaming and are unsure of their effectiveness or the intricacies of marketing live streaming. Previous research has explored the factors influencing consumer purchase behavior from the product, technology, and live-streamer perspectives, arguing that the advantages of breaking through time and space constraints, strong interactivity, the experience of reality, technological ease of use and usefulness, and celebrity aura encourage online purchases. However, limited investigation has been carried out on the impact of customers’ value-co-creation in livescape when watching tourism live streaming on their purchase intentions considering the key role of engagement. This calls for specific investigation of the phenomenon to facilitate live streaming design and tourism marketing. This study aims to explores the factors influencing consumer purchase intentions in the livescape based on a value co-creation research framework. Compared to traditional e-commerce, livescapes provides the “many-to-many” social presence and an immersive value co-creation platform. Thus, we focus on why and how social presence inspires customer engagement, ultimately leading to purchase intentions. This study finds that, as a crucial marketing tool, the social presence of tourism livescapes can promotes customer engagement, which in turn results in intentions to purchase tourism live-streaming products. Additionally, the mediating role of inspiration (inspired-by and inspired-to) between social presence and customer engagement is examined to reveal the influence mechanism in the tourism context. Finally, this study examines how to create an effective tourism livescape to enhance tourists social presence experience and inspire their engagement, which in turn increases their purchase intention.
Since the impact of COVID-19, the tourism and hospitality (T&H) practitioners have become increasingly aware of the crucial role of technology. The metaverse, which combines multiple emerging technologies, has become a hot topic that can take customers' experience in T&H to the next level. Previous research has already indicated that industrial practitioners should begin to consider business transformation to face the era of the metaverse. The metaverse is a continuum from the digital worlds to the physical worlds, with the convergence of physical and virtual worlds in the middle. Digital worlds include mirror worlds that simulate and reflect the real world and the virtual native, an innovative digital world. The digital twin has been mentioned as being created for destinations, hotels, and resorts, relying on the internet of things (IoT) as a crucial component of metaverse technology. However, previous studies have rarely explored the role of the IoT in the metaverse, particularly for T&H customers' metaverse experience. Therefore, this study aims to explore the role of the IoT in customers' metaverse experience in T&H and provide a clear picture for industrial practitioners to take steps into the metaverse. Exploratory research was adopted, including document analysis, literature review, and in-depth interviews with twelve international metaverse-related company experts. Moreover, this research adopted the thematic analysis technique to analyze the data; the theoretical bases include the Task-Technology Fit (TTF) and the components of metaverse as the lens and framework to develop this research. The findings uncovered three scenes of T&H metaverse experiences, including mirror scenes (that reflect the physical and real world in the digital worlds), convergent scenes (that combine the digital and real worlds), and virtual native scenes (that mainly create a whole new virtual scene but still connect to the real world). All of these scenes require IoT to connect the physical world and digital at different levels. Such as, mirror scenes strongly need digital twin techniques through IoT to enhance the authenticity and synchronicity of digital hotels or attractions to immerse guests. Under a convergent scene, connecting via IoT devices to display visitors' paths in the attractions simultaneously or a message board with IoT functionality for users’ social interactions simultaneously. In a virtual native museum, even though users stay in a whole new virtual world, IoT techniques can transfer users from the real world to the virtual world and make them feel physically present. The results provide practical implementations to integrate the IoT into T&H, increasing customers' metaverse experience and enhancing the creative and innovative aspects of the T&H experience.
Opportunity identification is the core issue of entrepreneurship research, and it is also an important prerequisite for the development of rural tourism. Although entrepreneurial opportunity identification research has achieved more results, there is still a lack of empirical research on rural tourism single industry. Based on social capital and experience learning perspectives, using data from 139 “Minsu” in China, which is now officially called homestay inn in China, we empirically examine the effects of social capital and previous experience on entrepreneurial opportunity identification. The results indicate that scales of embedded network and resources of social network have positively effect on entrepreneurial opportunity identification. The results also show previous industry experience and functional experience have positively effect on entrepreneurial opportunity identification, while previous working experience has no direct effect on entrepreneurial opportunity identification. These results show that entrepreneurs have a denser and larger scale of social network, they will have higher alertness for the potential entrepreneurial opportunities. These results also indicate that the entrepreneurs have more previous industry and functional experience, they will recognize more entrepreneurial opportunities.
Human beings are intrinsically social. How social interaction among tourists affect their experience remains under-represented. Drawing on S-O-R theory, social integration theory and social penetration theory, this study proposes and empirically tests a conceptual model that integrates self-disclosure, perceived cohesion, perceived intimacy, tourist engagement and tourist satisfaction with the experience. Also, the tie strength is theorized as a moderator in the relationship between self-disclosure and perceived cohesion as well as perceived intimacy. A field experiment was undertaken to collect data. The results from the structural analysis suggest that self-disclosure influences perceived cohesion and perceived intimacy, which in turn influence their engagement and satisfaction with tourism experience. Moreover, the initial tie strength has moderation effect on the relationship between self-disclosure and perceived cohesion as well as perceived intimacy. Overall, findings of this study contributes to the development of tourism experience research from the perspective of tourist-to-tourist interaction, and broadens the research on tourist engagement. Discussions and implications for tourism operators, limitations, and suggestions for future research are also provided.
The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.
A travel destination offers a form of novelty to the traveler since it can provide experiences that are not of the everyday variety. Therefore, a search for novelty is important as a motivation factor when planning leisure trips and vacation activities and to identify travel market segments. This study aimed to examine the differences in demographic characteristics, travel style, and preferred food-related activities in accordance with the level of tourists’ novelty seeking. This study investigated potential tourists using a self-administered questionnaire survey, which resulted in 300 usable questionnaires. The respondents of this study were classified into two groups according to their level of novelty seeking: Active novelty-seeking group and Passive novelty-seeking group. These two groups were significantly different with respect to demographic characteristics, travel style, and preference of food-related-activity experience. The results show that the Active noveltyseeking group tended to have a higher proportion of females and specialized jobs, a higher level of monthly income and education, more frequent travel, and preference for food-related activity experience than other groups. The result of this study will be helpful for the tourist industry, which needs to develop culinary and food-related experience tour programs and travel market segments.
지금 중국여행구매발전에서는 세가지 난점이 존재하여, 여행구매의 발전에 심각한 지장을 주고 있으므로 여행업의 발전을 방해하고 있다. 본고는 체험경제시대의 중요한 특징을 결합시켜 여행구매가 중요한 체험상품임을 제시하고 체험의 경영영업이 중국여행구매발전을 촉진시키는 새로운 경영모델을 제시하였다. 이 기초에서 "홍콩구매일"을 예로 하여 여행구매체험경영책략의 주요내용을 제시하였다.
As government and local governments are working on the various project about rural experience tourism village in these days, many rural villages are planned and developed, and try to come up to visitor’s demand. Not only quantitative growth by village development but also importance of programs operated by the rural villages are emphasized, therefore it needs to compare and analyze the activity programs about rural experience tourism village in rural community building business by season, characteristics of villages, and overall. Moreover, it has to try to suggest a basic direction of improvement about rural community building business. The site of researches are 15 villages that include 5 green rural tourism villages, 5 rural traditional theme villages, and 5 unique villages that are recent project. The result of research is that similar projects are operated and hard to find characteristic of seasonal programs in existing management business. On the other hand, the programs of recent management business operates not only the former program but also big and activity program using the village’s resources and characteristic.
This study aims to assess Green-Tourism accessibility of Rural Experience Village and then prepare improvement methods. To do this study, we surveyed 25 operators of Rural Experience Village in Chungbuk. We used 21 issues in all for analysis and the following shows a summary of major results. Rural Experience Village has a generally hard time conducting facility maintenance. Countermeasures for maintenance are required to run smoothly. Since Rural Experience Village has difficulty attracting visitors to the village, countermeasures are needed to attract visitors through business promotion. The results of assessing Green- Tourism accessibility showed us that some villages are a lot more accessible than others. Therefore, it is necessary that there should be improvements of Green -Tourism accessibility by attracting visitors and increasing operating days so that Green-tourism accessibility can be enhanced. In spite of its high level of accessibility since Rural Experience Village belonging to Goesan has low profitability, it is especially imperative that we establish more positive project promotion to cover it.
In this study, the objectives are to provide rural experience tourism village business courses and development direction in between individual farmers and the village in base on rural development business of Hapjeon-village. The developmental process of a farm-stay village can be categorized into the period of six stages: 1) a conception stage 2) an adoption stage 3) a growth stage 4) an expansion stage 5) a stagnation stage 6) a recovery stage. Farm Stay Villages, Individual Farmhouses or Producer Groups can be placed in four different quadrant areas of a graph, depending on the pursuing direction and results of core values by having the X-axis for economic factors (public profits, individual profits) and by having the Y-axis for emotional factors (self-actualization, conflicts). The first quadrant area is designated for ideal individual farmhouses and producer groups for having achieved the status of economic self-reliant and high emotional satisfaction. The second quadrant is for ideal self-actualized communal villages having achieved the independent public interest and public profitable status. The third quadrant is reserved for villages experiencing communal conflicts and no economic self-reliant stagnant status. The fourth guardant area is allocated for individual farmhouses and producer groups having achieved self-reliant economic status, yet having communal conflicts. Using the aforementioned concept, the government shall design village development projects and prepare realistic and achievable goals and place them in as a systematic device in future projects.
The purpose of this study was to analyze the lifestyles of tourists visiting rural experience tourist destinations and the influential relations of the attributes to affect rural experience tourism. The research findings show that the lifestyles of tourists had significant impacts on their preference for rural experience programs(0.2502/3.0l2). Second, their lifestyles had also significant impacts on the need for rural experience tourist destinations(5.039/3.363). Third, their preference for rural experience programs had significant influences on their intentions for revisits(0.386/3.l60). Fourth, their preference for rural experience programs had significant influences on their intentions for word of mouth(1.448/8.073). Fifth, their need for rural experience tourist destinations had significant impacts on their intentions for revisits(1.940/5.594). And finally, their need for rural experience tourist destinations had no significant influences on their intentions for word of mouth(-1.0611-1.421). According to the analysis results of the regression coefficient of the measuring model, enjoying leisure(1.130/6.775) and pursuing health(1.110/9.001) were large influential factors in lifestyle; pursuing learning(1.47317.946) was the biggest influential factor in preference for rural experience programs; and a natural environment(1.220/8.990) was the biggest influential factor in the need for rural experience tourist destinations.